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All rights reserved. #ifndef PXG_SDF_BUILDER_H #define PXG_SDF_BUILDER_H #include "PxSDFBuilder.h" #include "foundation/PxSimpleTypes.h" #include "PxgKernelLauncher.h" #include "PxgBVH.h" #include "GuSDF.h" #include "foundation/PxVec4.h" #include "PxgAlgorithms.h" #if !PX_DOXYGEN namespace physx { #endif class PxgKernelLauncher; // Create a linear BVH as described in Fast and Simple Agglomerative LBVH construction // this is a bottom-up clustering method that outputs one node per-leaf // Taken from Flex class PxgLinearBVHBuilderGPU { public: PxgLinearBVHBuilderGPU(PxgKernelLauncher& kernelLauncher); // takes a bvh (host ref), and pointers to the GPU lower and upper bounds for each triangle // the priorities array allows specifying a 5-bit [0-31] value priority such that lower priority // leaves will always be returned first void buildFromLeaveBounds(PxgBVH& bvh, const PxVec4* lowers, const PxVec4* uppers, const PxI32* priorities, PxI32 n, PxBounds3* totalBounds, CUstream stream, bool skipAllocate = false); void buildFromTriangles(PxgBVH& bvh, const PxVec3* vertices, const PxU32* triangleIndices, const PxI32* priorities, PxI32 n, PxBounds3* totalBounds, CUstream stream, PxReal boxMargin = 1e-5f); void buildTreeAndWindingClustersFromTriangles(PxgBVH& bvh, PxgWindingClusterApproximation* windingNumberClustersD, const PxVec3* vertices, const PxU32* triangleIndices, const PxI32* priorities, PxI32 n, PxBounds3* totalBounds, CUstream stream, PxReal boxMargin = 1e-5f, bool skipAllocate = false); void resizeBVH(PxgBVH& bvh, PxU32 numNodes); void releaseBVH(PxgBVH& bvh); //Allocates or resizes the linear bvh builder including the bvh itself void allocateOrResize(PxgBVH& bvh, PxU32 numItems); void release(); PxI32* mMaxTreeDepth; private: void prepareHierarchConstruction(PxgBVH& bvh, const PxVec4* lowers, const PxVec4* uppers, const PxI32* priorities, PxI32 n, PxBounds3* totalBounds, CUstream stream); PxgKernelLauncher mKernelLauncher; PxGpuRadixSort mSort; // temporary data used during building PxU32* mIndices; PxI32* mKeys; PxReal* mDeltas; PxI32* mRangeLefts; PxI32* mRangeRights; PxI32* mNumChildren; // bounds data when total item bounds built on GPU PxVec3* mTotalLower; PxVec3* mTotalUpper; PxVec3* mTotalInvEdges; PxU32 mMaxItems; }; class PxgSDFBuilder : public PxSDFBuilder, public PxUserAllocated { private: PxgKernelLauncher mKernelLauncher; void computeDenseSDF(const PxgBvhTriangleMesh& mesh, const PxgWindingClusterApproximation* windingNumberClustersD, const Gu::GridQueryPointSampler& sampler, PxU32 sizeX, PxU32 sizeY, PxU32 sizeZ, PxReal* sdfDataD, CUstream stream, PxReal* windingNumbersD = NULL); // returns NULL if GPU errors occurred. PxReal* buildDenseSDF(const PxVec3* vertices, PxU32 numVertices, const PxU32* indicesOrig, PxU32 numTriangleIndices, PxU32 width, PxU32 height, PxU32 depth, const PxVec3& minExtents, const PxVec3& maxExtents, bool cellCenteredSamples, CUstream stream); void compressSDF(PxReal* denseSdfD, PxU32 width, PxU32 height, PxU32 depth, PxU32 subgridSize, PxReal narrowBandThickness, PxU32 bytesPerSubgridPixel, PxReal errorThreshold, PxReal& subgridGlobalMinValue, PxReal& subgridGlobalMaxValue, PxArray& sdfCoarse, PxArray& sdfSubgridsStartSlots, PxArray& sdfDataSubgrids, PxU32& sdfSubgrids3DTexBlockDimX, PxU32& sdfSubgrids3DTexBlockDimY, PxU32& sdfSubgrids3DTexBlockDimZ, CUstream stream); void fixHoles(PxU32 width, PxU32 height, PxU32 depth, PxReal* sdfDataD, const PxVec3& cellSize, const PxVec3& minExtents, const PxVec3& maxExtents, Gu::GridQueryPointSampler& sampler, CUstream stream); bool allocateBuffersForCompression(PxReal*& backgroundSdfD, PxU32 numBackgroundSdfSamples, PxU32*& subgridAddressesD, PxU8*& subgridActiveD, PxU32 numAddressEntries, PxReal*& subgridGlobalMinValueD, PxReal*& subgridGlobalMaxValueD, PxGpuScan& scan); void releaseBuffersForCompression(PxReal*& backgroundSdfD, PxU32*& subgridAddressesD, PxU8*& subgridActiveD, PxReal*& subgridGlobalMinValueD, PxReal*& subgridGlobalMaxValueD, PxGpuScan& scan); public: PxgSDFBuilder(PxgKernelLauncher& kernelLauncher); virtual bool buildSDF(const PxVec3* vertices, PxU32 numVertices, const PxU32* indicesOrig, PxU32 numTriangleIndices, PxU32 width, PxU32 height, PxU32 depth, const PxVec3& minExtents, const PxVec3& maxExtents, bool cellCenteredSamples, PxReal* sdf, CUstream stream) PX_OVERRIDE; virtual bool buildSparseSDF(const PxVec3* vertices, PxU32 numVertices, const PxU32* indicesOrig, PxU32 numTriangleIndices, PxU32 width, PxU32 height, PxU32 depth, const PxVec3& minExtents, const PxVec3& maxExtents, PxReal narrowBandThickness, PxU32 subgridSize, PxSdfBitsPerSubgridPixel::Enum bytesPerSubgridPixel, PxArray& sdfCoarse, PxArray& sdfSubgridsStartSlots, PxArray& sdfDataSubgrids, PxReal& subgridsMinSdfValue, PxReal& subgridsMaxSdfValue, PxU32& sdfSubgrids3DTexBlockDimX, PxU32& sdfSubgrids3DTexBlockDimY, PxU32& sdfSubgrids3DTexBlockDimZ, CUstream stream) PX_OVERRIDE; void release(); }; #if !PX_DOXYGEN } // namespace physx #endif #endif